﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

namespace WindowsGame1.Effects
{
    class ItemEffects
    {
        int effect; //index of status effect applied
        int param1; // power of status effect being applied
        int param2; // power of status effect being applied
        int param3; // power of status effect being applied
        int param4; //
    }

    enum ItemEffectNames
    {
        DAMAGE_MODIFIER, //modifies damage by p1%
        APPLY_STATUS_ON_HIT, //applies p1 status with parameters p2 and p3
        GOLD_PER_HIT, //grants p1 gold every p2 hits
        GOLD_PER_DAMAGE, //grants p1 gold every time p2 damage is dealt
        HEALTH_PER_HIT, //grants p1 health every p2 hits
        HEALTH_PER_DAMAGE, //grants p1 health every time p2 damage is dealt
        COOLDOWN_PER_HIT, //reduces p1 cooldown every p2 hits
        LUCK_MODIFIER, //affects luck by p1
        APPLY_STATUS_TO_BEARER, //applies p1 status to bearer with parameters p2 and p3
        APPLY_STATUS_TO_BEARER_ON_HIT, //applies p1 status to bearer with parameters p2 and p3 every p4 hits
        INCREASE_STAT, //increases p1 stat by p2 points and/or p3 percent
        DAMAGE_IS_ELEMENTAL, //damage is p1 element type
        DAMAGE_IS_BANE, //damage is p1 species bane
        DAMAGE_CAUSES_BOOM //enemies killed with this effect explode
    }

    ///need array to contain "gold value" of a point in each parameter of each status
}
